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Member Since 14 Dec 2011
Offline Last Active Yesterday, 11:18 PM

Posts I've Made

In Topic: Trying to get into commercial composing. How much should I charge for my music?

Yesterday, 07:57 PM


I know I don't have the best samples; but I think I'm a pretty decent composer.

Your opinion isn't what counts - it's the opinion of your potential customers that counts. And
the way to influence that opinion is with the best samples. So keep improving your samples.


Well it's not just my opinion. A lot of people on the forums I post have given me positive feedback on my compositions.


If I get any criticism it's mostly to do with my samples or the production of my music.


The only way to improve samples is to buy another library.


Still, as I've stated; a lot of people have given me good feedback on my compositions. Can I improve? Of course.


But I think I'm at the point where I want to start monetizing my music. I think my samples would be fine for indie games.


Now, for a big triple A CoD-esque shooter would my samples cut it? No. But for indie games they should be fine.

In Topic: "the Art Of Battle" A New Battle Theme By Me.

10 August 2016 - 04:22 AM

I'd say work on your mixing, the flutes are a bit louder than everything in my opinion.


There are some areas of the song where you have a major V playing and you aren't in harmonic minor, which is probably something that should be fixed, unless you did it on purpose. If you are unsure of what I'm referring to I can specify.


Good stuff though, I like the melodies. It really gives a tense feel.

I don't know if I agree. If the flutes were any softer, I think they would barely audible.


Perhaps you are correct about the major V thing. If you hadn't told me that I wouldn't even notice.

In Topic: Seeking Feedback On "a Fierce Battle", An Orchestral Battle Theme.

18 July 2016 - 05:18 AM

It's a great song but you should probably change the name since "The Fierce Battle" is also a song from Final Fantasy VI.

Thanks for the comment. A lot of compositions have the same name though.

In Topic: "Beach Party" a new latin piece.

01 July 2016 - 08:49 AM

Awesome piece! 


But you need to put a guitar part in there, it will help with driving the rhythm. Also those synth pads are unnecessary.

Mix-wise put a little less reverb and it will sound great!


Good Job!

I agree that a guitar would add to the piece.


Really nice track!


I like especially the brass :) As Claude said, guitars could glue the rhythm section nicely. And yeah the pads in the beginning create a feeling that you're on a holiday resort and outside the restaurant a guy is playing pop hits with synths :D


Keep on going!

I do kind of agree that the synth pads are out of place. However, the synth pads do help the harmony. Which instrument would you recommend I replace the synth pads with?

In Topic: Should you even bother making low-quality samples sound realistic?

11 June 2016 - 07:36 AM


Well my samples actually do use FX's such as reverb. But perhaps the default reverb amount isn't enough.


I don't feel that it is, and perhaps that's some of how you and I don't seem to be connecting about the feedback I'm giving you. I realize that your sample library may have reverb attached to the samples but that's rarely good enough. I'm talking about a 3rd party (or native to your DAW of choice) reverb. If you can, select a close mic setting for all of your samples then work on creating your own space with a reverb plugin. I often use Space Designer (a Logic bundled reverb plugin) in combination with Valhalla's Room reverb. It works pretty well! And try having the reverb increase (via automation) at the end of phrases for key or solo instruments. Not talking about a lot but that can help give the ending of a phrase more body while keeping the rest of it more clear.




A lot of people don't understand that you can only do so much; with an outdated library. People seem to expect an ultra-realistic sound, from a dated library.


I can't speak for a lot of people but I can speak for me and I was looking and hoping to hear a bit more production. I don't expect an ultra-realistic sound from a dated library. I just expect a well produced song. :) One of my main points was even when producing chip tune music, which is very low fidelity, you can make it sound awesome by adding in many of the production techniques that have been mentioned.



I will eventually upgrade to the East West Hollywood Orchestra library. But money doesn't grow on trees and until I save up for that; there's not much I can do about the samples sounding "unconvincing".


Again, see my point above. There IS more than you can do to make your music have more impact. Will it sound like a real orchestra? Probably not! But that could be okay, especially if it's produced well enough. I feel like I'm beating a dead horse here, so I'll leave it at that. You do write good music, it just needs a bit more production and attention to detail. Do a lot of A/B comparisons of your music with other music you respect and admire. And I don't just mean listening to the notes and musical ideas. Listen to the production value! Best of luck to you!


I agree with you that there is more I can do. But no matter how much time I put into automation, people are still going to say "the samples sound unrealistic".


Even if I realistically sequence the samples; I'll get told that some aspect of the sample sounds unrealistic. And there's nothing I can do about that.


But I do agree that I could add reverb, timing changes and the like. But the samples can't fool anyone into thinking it's a real orchestra.


I've had songs where I spend hours adjusting the attacks, releases and articulations of samples just to get told "the samples sound unrealistic".


I think the best thing for me to do is to try to go for a video game sound and not a live orchestra sound.